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Making faces 做鬼脸
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198590
Brian K. Guenter, Cindy Grimm, Daniel Wood, Henrique S. Malvar, Frédéric H. Pighin
We have created a system for capturing both the three-dimensional geometry and color and shading information for human facial expressions. We use this data to reconstruct photorealistic, 3D animations of the captured expressions. The system uses a large set of sampling points on the face to accurately track the three dimensional deformations of the face. Simultaneously with the tracking of the geometric data, we capture multiple high resolution, registered video images of the face. These images are used to create a texture map sequence for a three dimensional polygonal face model which can then be rendered on standard 3D graphics hardware. The resulting facial animation is surprisingly life-like and looks very much like the original live performance. Separating the capture of the geometry from the texture images eliminates much of the variance in the image data due to motion, which increases compression ratios. Although the primary emphasis of our work is not compression we have investigated the use of a novel method to compress the geometric data based on principal components analysis. The texture sequence is compressed using an MPEG4 video codec. Animations reconstructed from 512x512 pixel textures look good at data rates as low as 240 Kbits per second.
我们已经创建了一个系统,用于捕捉人类面部表情的三维几何形状和颜色和阴影信息。我们使用这些数据来重建捕捉到的表情的逼真的3D动画。该系统利用人脸上的大量采样点来精确跟踪人脸的三维变形。在跟踪几何数据的同时,我们捕获了多幅高分辨率、配准的人脸视频图像。这些图像用于创建三维多边形面部模型的纹理映射序列,然后可以在标准的3D图形硬件上渲染。由此产生的面部动画令人惊讶地栩栩如生,看起来非常像最初的现场表演。从纹理图像中分离几何图像的捕获消除了由于运动引起的图像数据中的大部分方差,这增加了压缩比。虽然我们工作的主要重点不是压缩,但我们研究了一种基于主成分分析的压缩几何数据的新方法。纹理序列使用MPEG4视频编解码器进行压缩。从512x512像素纹理重建的动画在数据速率低至每秒240千比特时看起来很好。
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引用次数: 0
Mapping computational concepts to GPUs 将计算概念映射到gpu
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198768
Mark J. Harris
Recently, graphics processors have emerged as a powerful computational platform. A variety of encouraging results, mostly from researchers using GPUs to accelerate scientific computing and visualization applications, have shown that significant speedups can be achieved by applying GPUs to data-parallel computational problems. However, attaining these speedups requires knowledge of GPU programming and architecture.The preceding chapters have described the architecture of modern GPUs and the trends that govern their performance and design. Continuing from the concepts introduced in those chapters, in this chapter we present intuitive mappings of standard computational concepts onto the special-purpose features of GPUs. After presenting the basics, we introduce a simple GPU programming framework and demonstrate the use of the framework in a short sample program.
最近,图形处理器已经成为一个强大的计算平台。各种令人鼓舞的结果,主要来自使用gpu加速科学计算和可视化应用的研究人员,已经表明通过将gpu应用于数据并行计算问题可以实现显着的加速。然而,实现这些加速需要GPU编程和架构的知识。前面的章节描述了现代gpu的架构以及控制其性能和设计的趋势。继续在那些章节中介绍的概念,在本章中,我们将标准计算概念直观地映射到gpu的专用功能上。在介绍基础知识之后,我们将介绍一个简单的GPU编程框架,并在一个简短的示例程序中演示该框架的使用。
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引用次数: 230
Data structures for graphics 图形数据结构
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198742
P. Shirley
There are a variety of data structures that seem to pop up repeatedly in graphics applications. This chapter talks about three basic and unrelated data structures that are among the most common and useful. There are many variants of these data structures, but the basic ideas behind them can be conveyed using an example of each.
在图形应用程序中,似乎有各种各样的数据结构反复出现。本章将讨论三种基本且不相关的数据结构,它们是最常见和最有用的。这些数据结构有许多变体,但它们背后的基本思想可以通过每个示例来传达。
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引用次数: 1
Database and stream mining using GPUs 使用gpu的数据库和流挖掘
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198778
N. Govindaraju
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引用次数: 0
Session details: "Madagascar:" bringing a new visual style to the screen 会议细节:“马达加斯加”:为屏幕带来新的视觉风格
Pub Date : 2005-07-31 DOI: 10.1145/3245699
Philippe Gluckman, D. Minter, Kendal Chronkhite, Cassidy J. Curtis, Milana Huang, Rob Vogt, Scott Singer
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引用次数: 0
Line drawings from 3D models 来自3D模型的线条图
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198577
S. Rusinkiewicz, Forrester Cole, D. DeCarlo, Adam Finkelstein
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引用次数: 4
A dynamic adaptive multi-resolution GPU data structure: adaptive shadow maps, octree 3D paint, adaptive PDE solver 一个动态自适应多分辨率GPU数据结构:自适应阴影贴图,八叉树3D绘制,自适应PDE求解器
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198780
A. Lefohn
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引用次数: 2
Debugging tools 调试工具
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198773
Timothy J. Purcell
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引用次数: 1
Session details: Developing mobile 3D applications with OpenGL ES and M3G 会议细节:使用OpenGL ES和M3G开发移动3D应用程序
Pub Date : 2005-07-31 DOI: 10.1145/3245729
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引用次数: 0
Anatomic modeling from unstructured samples using variational implicit surfaces 利用变分隐式曲面对非结构化样本进行解剖建模
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198654
T. Yoo, B. Morse, K. Subramanian, P. Rheingans, M. Ackerman
We describe the use of variational implicit surfaces (level sets of an embedded generating function modeled using radial basis interpolants) in anatomic modeling. This technique allows the practitioner to employ sparsely and unevenly sampled data to represent complex biological surfaces, including data acquired as a series of non-parallel image slices. The method inherently accommodates interpolation across irregular spans. In addition, shapes with arbitrary topology are easily represented without interpolation or aliasing errors arising from discrete sampling. To demonstrate the medical use of variational implicit surfaces, we present the reconstruction of the inner surfaces of blood vessels from a series of endovascular ultrasound images.
我们描述了在解剖建模中使用变分隐式曲面(使用径向基插值建模的嵌入式生成函数的水平集)。该技术允许从业者使用稀疏和不均匀采样数据来表示复杂的生物表面,包括作为一系列非平行图像切片获得的数据。该方法固有地适应跨不规则跨度的插值。此外,具有任意拓扑结构的形状很容易表示,而不会因离散采样而产生插值或混叠误差。为了证明变分隐式表面的医学用途,我们提出了血管内表面的重建从一系列血管内超声图像。
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引用次数: 7
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ACM SIGGRAPH 2005 Courses
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